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Unity Engine


SetPixels32

Sets the pixel colors of an entire mipmap level of a slice.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

SetPixels32(Color32[], int, int)

Sets the pixel colors of an entire mipmap level of a slice.
public void SetPixels32(Color32[] colors, int arrayElement, int miplevel)

Parameters

colors

The array of pixel colours to use. This is a 2D image flattened to a 1D array.

arrayElement

The array slice to write
colors
to.

miplevel

The mipmap level to write
colors
to. The range is
0
through the texture's Texture.mipmapCount. The default value is
0
.

Remarks

This method sets pixel data for the texture in CPU memory. Texture.isReadable must be
true
, and you must call Texture2DArray.Apply after
SetPixels32
to upload the changed pixels to the GPU.
colors
must contain the pixels row by row, starting at the bottom left of the texture. The size of the array must be the width x height of the mipmap level.
SetPixels32
might be slower than some other texture methods because it converts the Color32 struct into the format the texture uses. To set pixel data more quickly, use Texture2DArray.SetPixelData instead.
You can use
SetPixels32
with the following texture formats:
  • Alpha8
  • ARGB32
  • ARGB4444
  • BGRA32
  • R16
  • R16_SIGNED
  • R8
  • R8_SIGNED
  • RFloat
  • RG16
  • RG16_SIGNED
  • RG32
  • RG32_SIGNED
  • RGB24
  • RGB24_SIGNED
  • RGB48
  • RGB48_SIGNED
  • RGB565
  • RGB9e5Float
  • RGBA32
  • RGBA32_SIGNED
  • RGBA4444
  • RGBA64
  • RGBA64_SIGNED
  • RGBAFloat
  • RGBAHalf
  • RGFloat
  • RGHalf
  • RHalf
For all other formats,
SetPixels32
fails. Unity throws an exception when
SetPixels32
fails.

SetPixels32(Color32[], int)

Sets the pixel colors of an entire mipmap level of a slice.
public void SetPixels32(Color32[] colors, int arrayElement)

Parameters

colors

The array of pixel colours to use. This is a 2D image flattened to a 1D array.

arrayElement

The array slice to write
colors
to.

Remarks

This method sets pixel data for the texture in CPU memory. Texture.isReadable must be
true
, and you must call Texture2DArray.Apply after
SetPixels32
to upload the changed pixels to the GPU.
colors
must contain the pixels row by row, starting at the bottom left of the texture. The size of the array must be the width x height of the mipmap level.
SetPixels32
might be slower than some other texture methods because it converts the Color32 struct into the format the texture uses. To set pixel data more quickly, use Texture2DArray.SetPixelData instead.
You can use
SetPixels32
with the following texture formats:
  • Alpha8
  • ARGB32
  • ARGB4444
  • BGRA32
  • R16
  • R16_SIGNED
  • R8
  • R8_SIGNED
  • RFloat
  • RG16
  • RG16_SIGNED
  • RG32
  • RG32_SIGNED
  • RGB24
  • RGB24_SIGNED
  • RGB48
  • RGB48_SIGNED
  • RGB565
  • RGB9e5Float
  • RGBA32
  • RGBA32_SIGNED
  • RGBA4444
  • RGBA64
  • RGBA64_SIGNED
  • RGBAFloat
  • RGBAHalf
  • RGFloat
  • RGHalf
  • RHalf
For all other formats,
SetPixels32
fails. Unity throws an exception when
SetPixels32
fails.